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General/Other KILLER FROST - General Discussion Thread

Law Hero

There is a head on a pole behind you
(sorry about bad ENG its not my first language ) yes it took too long for a full charge and it slows down too fast , i cant use it effectively..

i'm asking how can you use it in your game ?
The way I (attempt) to use it is to charge it little at a time in the match until you just need one more press to activate it.

Then after you get your MB command grab, activate it, slide, and U3 until it runs out. Finish with a 2,2 command grab to reset. I dunno if this is the most effective use, but it's what I tend to do. Fun stuff when people get U3'd for like 6 seconds for the first time.
 

Primiera

Wonderful Woman
You can hold it in full screen or however close enough you feel comfortable charging. You get a bit of charge time after a hit Iceberg or Flash Freeze, though you'd be better off going for a high/low or just Slide at those points. 3~4 and 111~4 give a lot of charge time, but again, you get a high/low. Probably best just to charge it when you have spare time, though I don't think it's a priority.

Best way to use it is to almost fully charge it, then finish it off in an oki situation as described above or after reset into Frozen Daggers. It pumps up your next high/low into 50%+ meterless. It's not a goal in her gameplay IMO, though maybe it will show more us in time.
 

Fate

Noob
Question about the reset: Can the opponent only block? I've done a few matches online as KF and people have jumped out sometimes. Maybe it's my timing? I took it into training and set the CPU to jump all directions. It seems you can catch them on a slide if you time it right even if they jump. F3 seems to miss if they jump. Is this correct?
 

PANDEMlC

El Psy Congroo
After f113 you're +4 what are your best options after this? Seems like you could just do another f11 for free since the startup is 7 frames and you're at +4 after f113. What do you guys do to keep the pressure on? D1xxslide maybe? Or do you back off? I'm having trouble with her close range and her crossup game. Usually my jump ins consist of air dashing and hitting a j3. I rarely get a j2 or j1 off. But I've been playing a lot against good AA characters or people who jump nonstop.
 

Primiera

Wonderful Woman
Question about the reset: Can the opponent only block? I've done a few matches online as KF and people have jumped out sometimes. Maybe it's my timing? I took it into training and set the CPU to jump all directions. It seems you can catch them on a slide if you time it right even if they jump. F3 seems to miss if they jump. Is this correct?
From my practice and experience, f+3 in oki definitely catches neutral and forward jumpers, but not back jumpers. Slide will beat any jump.

After f113 you're +4 what are your best options after this? Seems like you could just do another f11 for free since the startup is 7 frames and you're at +4 after f113. What do you guys do to keep the pressure on? D1xxslide maybe? Or do you back off? I'm having trouble with her close range and her crossup game. Usually my jump ins consist of air dashing and hitting a j3. I rarely get a j2 or j1 off. But I've been playing a lot against good AA characters or people who jump nonstop.
f+1 is actually 13 frames to start up, it's only the second 1 that's 7 frames. It's an okay option but will lose to anyone mashing their d+1. Your safest bets are d+1 xx Slide, (2F gap), 22 xx Slide (5F gap, still impossible to hit out of without invincibility but tighter timing) and MB f+3, all basically immune to normals and damn hard to stop without spending meter. If your opponent respects your pressure and isn't hitting buttons so soon you can opt for another f+113, or even 111~4 which leaves KF something along the lines of +15 on block (definitely high enough that you can easily 111 again and it's a block string if they're standing).
 

Law Hero

There is a head on a pole behind you
Anyone have advice for going against Superman?

He seems to be one of the characters I have the most trouble with. I just can't beat him at the neutral game, nor can I get him to mid screen with zoning because of his jumping heat vision. Just having a lot of trouble finding stuff to punish with slide or get anything started on him, in the first place.
 

Rickyraws

This mean you don't like me?
Would any of you say her command grab is easier to do with negative edge on? For some reason I can do just about any character's combo or slightly difficult input consistently except for her grab. I play with NE off and it's gotten to the point that I suspect it.
 

Jer

I'm a literal Sloth
Question about the reset: Can the opponent only block? I've done a few matches online as KF and people have jumped out sometimes. Maybe it's my timing? I took it into training and set the CPU to jump all directions. It seems you can catch them on a slide if you time it right even if they jump. F3 seems to miss if they jump. Is this correct?
It depends on the character you're against, some characters with a faster backwalk can actually walk out of F113, and if this is the case you need to do F112 xx Daggers instead.
 

PANDEMlC

El Psy Congroo
What strings does everyone use? I'm getting kinda tired of using f113 90% of the time with d1s and the occasional b1 thrown in. Anything else I should be using? I also sometimes 1114 after a jump in for some fun but I don't fully understand the benefit of that.
 

Neclord

Noob
Does she have some good AA moves? It's so hard to hit someone out of the air in this game, jump ins are as strong if not stronger than in MK9.

I tried to use d2, but it's not that great. :/
 

xKhaoTik

The Ignore Button Is Free
Does she have some good AA moves? It's so hard to hit someone out of the air in this game, jump ins are as strong if not stronger than in MK9.

I tried to use d2, but it's not that great. :/
Her d2 is gdlk. 22 works as well
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
Would any of you say her command grab is easier to do with negative edge on? For some reason I can do just about any character's combo or slightly difficult input consistently except for her grab. I play with NE off and it's gotten to the point that I suspect it.
It is definitely easier with the negative edge off for me. Just keep practicing to be honest and you will totally get it down in time.
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
Does she have some good AA moves? It's so hard to hit someone out of the air in this game, jump ins are as strong if not stronger than in MK9.

I tried to use d2, but it's not that great. :/
No, d2 is really good...I just get emo about how much it scales :( :(

In general, d2's have pretty low priority over jump-ins so that is probably more-so what you are feeling.
 

xKhaoTik

The Ignore Button Is Free
No, d2 is really gis..I just get emo about how much it scales :( :(

In general, d2's have pretty low priority over jump-ins so that is probably more-so what you are feeling.
If it makes you feel better, all d2 combos scale. Killer frost isnt the only one who got fucked lol
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
If it makes you feel better, all d2 combos scale. Killer frost isnt the only one who got fucked lol
haha, ya I know man. I do play Aquaman though and d2 22 trident mb 22 scoop slam 223 feels so much more satisfying than what KF gets.
 

Law Hero

There is a head on a pole behind you
haha, ya I know man. I do play Aquaman though and d2 22 trident mb 22 scoop slam 223 feels so much more satisfying than what KF gets.
God, I can't stand fighting against Aquaman. My little brother plays him, and he just has an answer to all of Frost's moves.

He's got that ground Trident at far range, if I jump in, he AAs for like 40% every time, and mid ranged slides get punished by B+3 all day. Not to mention his trait means no resets. As an Aquaman player, you got any tips for taking him down with Frost?
 

Rickyraws

This mean you don't like me?
It is definitely easier with the negative edge off for me. Just keep practicing to be honest and you will totally get it down in time.
Yeah silly me, I was using an unnatural timing sequence of the input for some weird reason. I got it down now, and can't figure out why I started inputting it the previous way in the first place . thanks.
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
God, I can't stand fighting against Aquaman. My little brother plays him, and he just has an answer to all of Frost's moves.

He's got that ground Trident at far range, if I jump in, he AAs for like 40% every time, and mid ranged slides get punished by B+3 all day. Not to mention his trait means no resets. As an Aquaman player, you got any tips for taking him down with Frost?
I actually think his trait isn't that great against Frost. I would just play your game because a lot of the time when you land a hit you will be putting Aqua into a juggle early on in the combo where it honestly doesn't make much sense for him to get out of it with trait anyways. You might not get the +9 advantage (or probably more since the frame data is screwed up) on hit with the dagger, but you still get a big part of a meaty combo. If he blocks all of f113 I think you are at +3 so you can d1 pressure, or maybe try something that starts with 1 like maybe 1133 which you can hit confirm into another combo if you land it.

If you are getting AA'd a lot by the trident you could always do things like jump in, air dash towards, and if the trident comes out try to whiff punish it as soon as you land with slide then he is back into another juggle. If he stops the end of your combos on block with the trait you can always try to mix them up with a MB f3 overhead or maybe a d1 into slide or throw.
 

Konqrr

MK11 Kabal = MK9 Kitana
What strings does everyone use? I'm getting kinda tired of using f113 90% of the time with d1s and the occasional b1 thrown in. Anything else I should be using? I also sometimes 1114 after a jump in for some fun but I don't fully understand the benefit of that.
111~4 leaves you at +15 so you get a frame trap with f113 which if hits you can confirm to slide or if it is blocked you are now +3 or 4 and can check them with d1~Slide.

In the corner after 111~4, you get a free 3~4 on non-low hitbox characters (ie: grundy, catwoman, etc where you have to walk forward a bit). This leaves you at +20 and get a free slide/overhead mixup on them.

Once they respect your options in the corner, you can walkup and repeatedly do 3~4 until they respond and do the mixup any time you want after it is blocked.

During all of this, they can pushblock to get you off of them.

I actually think his trait isn't that great against Frost. I would just play your game because a lot of the time when you land a hit you will be putting Aqua into a juggle early on in the combo where it honestly doesn't make much sense for him to get out of it with trait anyways. You might not get the +9 advantage (or probably more since the frame data is screwed up) on hit with the dagger, but you still get a big part of a meaty combo. If he blocks all of f113 I think you are at +3 so you can d1 pressure, or maybe try something that starts with 1 like maybe 1133 which you can hit confirm into another combo if you land it.

If you are getting AA'd a lot by the trident you could always do things like jump in, air dash towards, and if the trident comes out try to whiff punish it as soon as you land with slide then he is back into another juggle. If he stops the end of your combos on block with the trait you can always try to mix them up with a MB f3 overhead or maybe a d1 into slide or throw.
If you land a jump in with Frost against Aquaman, it should always be jump 3 into d1~Slide. This will negate his trait until you MB Grab him. At this point, you should go for a NJ2~111~4 for +15 if he blocks or end in daggers instead of trait if it hits. You have plenty of time to hit confirm this.

God, I can't stand fighting against Aquaman. My little brother plays him, and he just has an answer to all of Frost's moves.

He's got that ground Trident at far range, if I jump in, he AAs for like 40% every time, and mid ranged slides get punished by B+3 all day. Not to mention his trait means no resets. As an Aquaman player, you got any tips for taking him down with Frost?
Every time you block the ground trident, you get a FREE Iceberg and if you are at 3/4 screen or closer, you can use EX Iceberg then dash in for a full combo with slide.

Aquaman can't throw a trident or ground trident at you ever because of Iceberg. You can bait him to do it by charging your trait a little here and there. Frost recovers so fast from it that it is difficult for him to punish you and you get a full combo if he mistimes it.

Frost is a bad matchup for Aquaman.
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
111~4 leaves you at +15 so you get a frame trap with f113 which if hits you can confirm to slide or if it is blocked you are now +3 or 4 and can check them with d1~Slide.

In the corner after 111~4, you get a free 3~4 on non-low hitbox characters (ie: grundy, catwoman, etc where you have to walk forward a bit). This leaves you at +20 and get a free slide/overhead mixup on them.

Once they respect your options in the corner, you can walkup and repeatedly do 3~4 until they respond and do the mixup any time you want after it is blocked.

During all of this, they can pushblock to get you off of them.



If you land a jump in with Frost against Aquaman, it should always be jump 3 into d1~Slide. This will negate his trait until you MB Grab him. At this point, you should go for a NJ2~111~4 for +15 if he blocks or end in daggers instead of trait if it hits. You have plenty of time to hit confirm this.



Every time you block the ground trident, you get a FREE Iceberg and if you are at 3/4 screen or closer, you can use EX Iceberg then dash in for a full combo with slide.

Aquaman can't throw a trident or ground trident at you ever because of Iceberg. You can bait him to do it by charging your trait a little here and there. Frost recovers so fast from it that it is difficult for him to punish you and you get a full combo if he mistimes it.

Frost is a bad matchup for Aquaman.
Yeah, while I was reading through your post I was literally replying at the same time that you could use that same ex iceberg Raven tech to punish the trident where you ex-iceberg dash slide, but then I actually finished reading your post, luls.
 

Primiera

Wonderful Woman
Do you guys ever use defensive MB b+3 over MB f+3? I personally always use f+3 since you always get a combo, but I'd like to hear what other Frosts are doing.
 
what projectiles can she punish on block with iceberg?

i also want to make a list of chars that can punish her for using daggers/iceberg. i know off hand that joke can punish both with gun OR super.
 

Konqrr

MK11 Kabal = MK9 Kitana
what projectiles can she punish on block with iceberg?

i also want to make a list of chars that can punish her for using daggers/iceberg. i know off hand that joke can punish both with gun OR super.
Training Mode bro... turn on reversal Iceberg and go through the cast.

Same way to find frame gaps in blockstrings... turn on reversal Parry and start doing blockstrings lol

colt <3